/Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h
Enqueues a command to run at the time specified by AsyncPhysicsTimestamp. Note that if the time specified was missed the command is triggered as soon as possible as part of the async tick. These commands are all run on the game thread. If you want to run on the physics thread see FPhysicsSolverBase::RegisterSimOneShotCallback If OwningObject is not null this command will only fire as long as the object is still alive. This allows a lambda to still use the owning object's data for read/write (assuming data is designed for async physics tick)
void ExecuteAsyncPhysicsCommand ( const [FAsyncPhysicsTimestamp](API\Runtime\Engine\GameFramework\FAsyncPhysicsTimestamp) & AsyncPhysicsTimestamp, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningObject, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> & Command, const bool bEnableResim )